Aces High Bulletin Board

General Forums => Terrain Editor => Topic started by: soda72 on October 15, 2006, 03:29:15 PM

Title: Runway Issue
Post by: soda72 on October 15, 2006, 03:29:15 PM
I was using the oe this weekend and was not able to
create a runway that works correctly.  When I land
on the runway, using an offline map it says I ditched.  

(http://i56.photobucket.com/albums/g185/s0da72/oe1.jpg)

Thinking it wasn't working since it was a custom object
I tried using the std runway objects that came with
the OE like rwy0, but it still shows up as a ditch
when using the map offline.

(http://i56.photobucket.com/albums/g185/s0da72/oe2.jpg)

Here is the tile properties I'm using:

(http://i56.photobucket.com/albums/g185/s0da72/oe3.jpg)

Is there some other option I need to set?
Title: Runway Issue
Post by: USRanger on October 15, 2006, 04:53:36 PM
Make sure you set the Override Type in OE to Runway.  It is not set on it by default.
Title: Runway Issue
Post by: soda72 on October 15, 2006, 05:42:01 PM
Quote
Originally posted by USRanger
Make sure you set the Override Type in OE to Runway.  It is not set on it by default.


Thanks,,

I tried it out with out any luck...

(http://i56.photobucket.com/albums/g185/s0da72/ahss2.jpg)


Has anyone tried making a new runway since the last release of the OE?
Title: Runway Issue
Post by: USRanger on October 15, 2006, 06:13:09 PM
Ya know, instead of building a new runway, you can re-texure the existing one.  In TE, select the runway you want to replace and hit the Save Texture button.  Now, in your map folder will be a new folder called Savedtex.  Inside this folder will be the .bmp for a runway.  Replace the .bmp with one of your new texture.  Delete the original and rename your new .bmp TARMAC.  Make sure it is an 8-bit .bmp and is 256x256.  Copy this new .bmp into your texsrc folder that you have created (or will need to).  Now go into OE and build your new runway shape.  Looking at your pics, it looks like your new runway is really wide.  To make this, just lay a bunch of runways down sise-by-side, making sure each Override Type is set to Runway.  In OE, you will see the default runway texture, but when you build the shape and put it into TE, you'll see the texture you are shooting for.  I built a custom runway last night by doing this and it works fine.  Good luck!
Title: Runway Issue
Post by: USRanger on October 15, 2006, 06:28:25 PM
I made this one in about 10 min. last night:

(http://img150.imageshack.us/img150/5913/is2qv1.jpg) (http://imageshack.us)
(http://img99.imageshack.us/img99/3359/is1mu0.jpg) (http://imageshack.us)

 Did you remember to delete your map folder outta the Cache folder in your TE folder before restarting TE and using the default runway?
Title: Runway Issue
Post by: mamba2 on October 15, 2006, 06:35:20 PM
hey ranger, can u send me ur custom hangers and RW?
Ty!
Title: Runway Issue
Post by: soda72 on October 15, 2006, 06:35:56 PM
Nice pics...



Yeah, I gave up on the custom runway and was trying to use a std one in the OE using the default textures just to see if it works.

(http://i56.photobucket.com/albums/g185/s0da72/rwy1.gif)

I then setup a quick test field to make sure it was working...

(http://i56.photobucket.com/albums/g185/s0da72/rwy1a.gif)


But I was still getting the ditch message...


Which runway shape are you using in your pics above?

Have your tried using rwy0 or rwy1 yet?
Title: Runway Issue
Post by: USRanger on October 15, 2006, 06:41:03 PM
I used the same exact runway that's in your pics.  All I did was lay them down and built my base, and in my map texsrc folder I put a new TARMAC .bmp  You are positive you set the Override Type to Runway?  Deleted cache before re-opening TE?
Title: Runway Issue
Post by: soda72 on October 15, 2006, 06:51:28 PM
Quote
Originally posted by USRanger
I used the same exact runway that's in your pics.  All I did was lay them down and built my base, and in my map texsrc folder I put a new TARMAC .bmp


Darn...

:(
Title: Runway Issue
Post by: soda72 on October 15, 2006, 06:53:26 PM
Quote
Originally posted by USRanger
You are positive you set the Override Type to Runway?  Deleted cache before re-opening TE?


yep


(http://i56.photobucket.com/albums/g185/s0da72/rwy1aa.gif)
Title: Runway Issue
Post by: soda72 on October 15, 2006, 06:56:20 PM
Quote
Originally posted by USRanger
 Deleted cache before re-opening TE?


hmmm...

I didn't do that though....

Lets see if that works...
Title: Runway Issue
Post by: soda72 on October 15, 2006, 07:15:09 PM
On approach to land at test field..

(http://i56.photobucket.com/albums/g185/s0da72/ahss4.jpg)


EXIT to tower..


(http://i56.photobucket.com/albums/g185/s0da72/ahss5.jpg)

NO GO.....


:furious


Well time to call it a night....

Thanks for the help anway....
Title: Runway Issue
Post by: USRanger on October 15, 2006, 08:19:35 PM
Hmm, I'll keep thinkin' on it.  Maybe one of the pros will jump in.
Title: Runway Issue
Post by: BlauK on October 16, 2006, 03:38:00 AM
Is your airbase defined as "group master" in TE?
Title: Runway Issue
Post by: NHawk on October 16, 2006, 07:10:00 AM
Quote
Originally posted by soda72
yep


(http://i56.photobucket.com/albums/g185/s0da72/rwy1aa.gif)
You didn't listen. Re-read what Ranger said. Use the TE and re-texture the default runway. You can change the appearance of the runway without creating a new object. There's no need to use the OE unless you want a completely custom runway.
Title: Runway Issue
Post by: soda72 on October 16, 2006, 09:51:53 AM
Quote
Originally posted by NHawk
You didn't listen. Re-read what Ranger said. Use the TE and re-texture the default runway. You can change the appearance of the runway without creating a new object. There's no need to use the OE unless you want a completely custom runway.


Technically I would need to be able to hear him in order to "listen".  I did read his response, and I have know doubt what he is doing works.  He obviously knows what he is talking about.  In the long run that may be what I end up doing.  If you take the time and re-read my post carefully you will understand that changing the appearance of the runway is not the sole issue here.  After creating a new test field with the OE using the standard shapes and textures I found the runway was still not working correctly.  However USRanger remark of deleting the cache pointed me in the right direction.  The runway started to work correctly after I deleted the cache folder located where the aces high game is installed, as well as the cache folder located where the editor is installed.  

Now that I have a test field that is working correctly, I have gone back to test out some scenerios when building a custom field.  I exported the rwy1 using the export to AC3D, changed the name to crwy1 and reimported using the OE.  Other than the name change nothing else was modified or changed on the object.   After creating and placing the object on a map, the ditch message was showing up again.  I then tried another runway object rwy0 with the same results.  Given the results that I am seeing it appears that a runway object imported from a AC3D file will not work correctly.  Is anyone else seeing this issue?  or is there some setting or procedure that needs to be done when importing a new object from a AC3D file?
Title: Runway Issue
Post by: soda72 on October 16, 2006, 09:52:28 AM
Quote
Originally posted by BlauK
Is your airbase defined as "group master" in TE?


yes it is sir....
Title: Runway Issue
Post by: soda72 on October 16, 2006, 10:27:00 AM
I wonder if this is related....

http://www.hitechcreations.com/forums/showthread.php?s=&threadid=177404 (http://www.hitechcreations.com/forums/showthread.php?s=&threadid=177404)


 PolyID=20001
-------------
Runway 20001
Rearm Pad 20002
Crater 20003
Road 20004
Dirt 20005
Water 20006
Tree 20007
Bush 20008
Wall 20009
Model 20010
Train Track 20011

Dead=0
Title: Runway Issue
Post by: Denholm on October 16, 2006, 10:33:34 AM
Are you using AC3D or Blender to make your custom object?
Title: Runway Issue
Post by: soda72 on October 16, 2006, 10:48:19 AM
Quote
Originally posted by Denholm
Are you using AC3D or Blender to make your custom object?


I have AC3D 6.0.... But for my testing i've been using the AC3D export feature located in the OE.  I haven't had any problems geting objects to appear in the TE as well as in offline game.  But I have not been able to get a custom runway to work correctly.  I'm thinking it has something to do with the OE bug listed in the link above.  Maybe the PolyID for runway is getting dropped causing it not to function correctly...
Title: Runway Issue
Post by: Denholm on October 16, 2006, 11:02:08 AM
I am not familiar with AC3D, but I do know you need to have a working hierarchy tree before you can attempt to test your object. A hierarchy tree works like this:

Model
         Objects
                    Str0
                          (Object Name)

I am not sure how to explain it, but it is necessary to export your object correctly. Ask duh, NHawk, or Raptor for further instructions, they know AC3D better than me, I am using the Blender.
Title: Runway Issue
Post by: soda72 on October 16, 2006, 11:23:13 AM
Quote
Originally posted by Denholm
I am not familiar with AC3D, but I do know you need to have a working hierarchy tree before you can attempt to test your object. A hierarchy tree works like this:

Model
         Objects
                    Str0
                          (Object Name)

I am not sure how to explain it, but it is necessary to export your object correctly. Ask duh, NHawk, or Raptor for further instructions, they know AC3D better than me, I am using the Blender. [/B]


Yeah, i've seen that in the ac3d.txt help file...   Originally I was thinking that was the case, but to get around that I started to export the std shps that come with the OE, using the export to AC3D.  I assume that when I export the shp to AC3D using the OE export feature it would create the proper hierarchy needed..
Title: Runway Issue
Post by: soda72 on October 16, 2006, 11:35:27 AM
here is the object hierarchy for safldg0... when it's exported using the OE function export to AC3D


Group  "WORLD", v 0, s 0, kids 1
        Group  "model", v 0, s 0, kids 1 *
                Group  "ground", v 0, s 0, kids 1
                        Group  "adsf", v 0, s 0, kids 3
                                Object "tex0", v 10, s 4, kids 0
                                Object "tex1", v 8, s 2, kids 0
                                Object "tex2", v 8, s 2, kids 0

Total objects: 7   surfaces: 8   vertices: 26


The layout is somewhat different then what is decribed in the AC3D.txt help  file..

instead of group "ground" i would expect this to be "objects" and I would also expect group "adsf" to be name somthing like "rwy0"..  But if thats the way it exports a standard shp from the OE then thats most likely the way it should be...

here is rwy1..


Group  "WORLD", v 0, s 0, kids 1
        Group  "model", v 0, s 0, kids 1 *
                Group  "ground", v 0, s 0, kids 1
                        Group  "o42", v 0, s 0, kids 2
                                Object "tex0", v 10, s 4, kids 0
                                Object "tex1", v 8, s 2, kids 0

Total objects: 6   surfaces: 6   vertices: 18


What is interesting is if you change the name "o42" to "rwy0" and reimport as a custom object it will display then as a Runway in the OE when labels is set to display...  However it still doesn't function correctly though, during the offline game...
Title: Runway Issue
Post by: BlauK on October 16, 2006, 11:41:32 AM
The "convert ac3d shape" dows not function properly, like mentioned in another thread.
The "PolyID" and "Hidden" tags do not get converted.

---

There are 2 approaches you can use with fully customized bases (both are used in Karelia-terrain)

1)
You can define the whole green base ground object as rwy and draw your "runways" on the texture.

2)
You can hide several and properly placed runway/taxiway/etc. tarmac objects UNDER the ground texture object by assigning a lower index number for them in OE. They will result "landed" results even from under other objects.
e.g. just lay several runways beside each other to make that wider dirt runway.
Title: Runway Issue
Post by: soda72 on October 16, 2006, 12:06:10 PM
Quote
Originally posted by BlauK
The "convert ac3d shape" dows not function properly, like mentioned in another thread.
The "PolyID" and "Hidden" tags do not get converted.

---

There are 2 approaches you can use with fully customized bases (both are used in Karelia-terrain)

1)
You can define the whole green base ground object as rwy and draw your "runways" on the texture.

2)
You can hide several and properly placed runway/taxiway/etc. tarmac objects UNDER the ground texture object by assigning a lower index number for them in OE. They will result "landed" results even from under other objects.
e.g. just lay several runways beside each other to make that wider dirt runway.



Thanks Blauk.
Title: Runway Issue
Post by: soda72 on October 16, 2006, 05:53:43 PM
Just incase someone else runs into this down the road

Method two recommended by both USRanger and BlauK works great...

Below is an example showing rwy1 being used multiple times and placed underneath my custom runway by assigning them a lower index number as per Blauk.  (I left the rwy1 visible just to show it's there for an example)

(http://i56.photobucket.com/albums/g185/s0da72/option1a.jpg)

Ready to exit flight...

(http://i56.photobucket.com/albums/g185/s0da72/option1b.jpg)

(http://i56.photobucket.com/albums/g185/s0da72/option1c.jpg)


:)
Title: Runway Issue
Post by: soda72 on October 16, 2006, 06:03:44 PM
Method 1

I did not have any luck, and was still getting the ditch message...

using safldg0 as my "whole" green base ground object.. and overriding the type to Runway I was not able to get that to work..  If someone has done this before and could clarify what needs to be done, it would be appreciated...

(http://i56.photobucket.com/albums/g185/s0da72/rwy1b.jpg)
Title: Runway Issue
Post by: soda72 on October 16, 2006, 11:36:06 PM
test field cleaned up... with rwy1 hidden...

(http://i56.photobucket.com/albums/g185/s0da72/ahss5g.jpg)
Title: Runway Issue
Post by: BlauK on October 17, 2006, 01:42:04 AM
Quote
Originally posted by soda72
Method 1

I did not have any luck, and was still getting the ditch message...

using safldg0 as my "whole" green base ground object.. and overriding the type to Runway I was not able to get that to work..  If someone has done this before and could clarify what needs to be done, it would be appreciated...




It might not work with the original base ground objects... but only with newly built custom ones.